great video. I learned alot about the new skeletal rig. It seems really good and a nice option if you want to set up a rig for something without needing to go back to a 3d software and im glad that the option is there for anyone who wants to use it. You explained it really well and this video was very informative. Thanks!
Your video is amazing, Will watch every single video. Thank you! Can't wait to get into 5.3! I hope UA-cam gives you more exposure, it's a sin you don't have more subscribers for this quality content! I wish success for your channel (and UE), this is a GEM! 60th Subscriber
My first time trying to rig a simple pawn that will rotate using AimAt control, you really helped me. Love your tutorials man! Always detailed and informative! Thanks
Thank you so much for this tutorial. I tried it today with a human mesh. I found that the white color spots are difficult to spot sometimes. Changing the color mode from min/max to color ramp and setting the max color from white to red helped me alot. It looked more like a traditional weight map from blender.
Merci beaucoup ! Bon, j'ai encore du boulot mais au moins tu m'as permis d'avancer sur un truc où j'étais perdu... plus qu'à comprendre pourquoi le mesh se déforme et s'écrase quand je bouge un membre mais... ce sera pour un autre jour ! Déjà content que ça bouge...
They need better vertex selection tools. Maybe there's a shortcut I'm not aware of. There needs to be a way to expand the current selection. And also a way to select all connected vertices.
@@NicolasNosedaDev The driver is what make the pro correction of distortion on the model joints, face/pose libraries, place cloths and acessories correctly on the body, etc. The problem is: We find who can do it but they never teach it. If I only find a course I would be happy but 99% of the instructions don´t teach such crutial thing.
Great Video. Is there a template to as an example "auto add" all the bones for the standard UE5 or UE4 Skele instead of having to add them manually one by one?
Unfortunatly you have to add them all one by one there is no auto Bones for now, I think its a feature that they want to add but there is no news for now 😉
Can you mirror the skin paining? Because doing it by hand results in different weights on each leg, and if you have complex topology this will be more visible
Hey, I'm new to Unreal Engine. I'm currently building my game in version 5.2, but I was wondering if I could install version 5.3 to use the Skeletal Rig Editor for a character and then move that character to my game in version 5.2?
Hi Nicolas New to the channel here, great content bro... I have a quick question for you ... when I click on the bind skin bottom my whole character turns completely black.. do you know why that is?
Its normal, I didnt knew it when I made the video so I didnt talk about that issue The issue is that the skeletal mesh editor tool cannot work with a mesh with multiple material, you need to have all your texture on the material slot 0 otherwise the character become black 😵
How much vertices do you have on your mesh ? If you have too much vertices Unreal will crash 😅 if thats the case maybe you should try to do a retopology of that mesh to reduce the number of vertices
im using a voxel mesh which has very little different triangles when i weight paint it is that okay if some of the weight paint goes too far onto a part of the mesh?
Question Sir! Is there a way to create a humanoid skeleton in UE5 that meets the UE5 Mannequin humanoid skeleton standards from the start, so that UE motion assets can be directly referenced later without the need for another skeleton retargeting?
Yes it should be possible, the only issue will be to add the weight to the bones, the automatic weight will have some issue, you will have to clean the weight on each bones like I did ;)
@@NicolasNosedaDev Quand j’export mon modem il n’est pas comme toi dans UE5 j’ai la tête, le corps et les mains qui sont séparer et je ne sais pas comment je peux les assembler pour poursuivre la vidéo comme toi :/
great video. I learned alot about the new skeletal rig. It seems really good and a nice option if you want to set up a rig for something without needing to go back to a 3d software and im glad that the option is there for anyone who wants to use it. You explained it really well and this video was very informative. Thanks!
Your video is amazing, Will watch every single video.
Thank you! Can't wait to get into 5.3!
I hope UA-cam gives you more exposure, it's a sin you don't have more subscribers for this quality content!
I wish success for your channel (and UE), this is a GEM!
60th Subscriber
Thanks you for youre nice comment 😁
You will enjoy ue5.3 its so amazing 😁 all the feature are perfect 👌
5:10 You could also rename multiple joints by selecting joints(1-3) and hit F2 and type spine_#1. It will rename all three numerically.
That's a cool feature thanks ! :)
Wow. Thank you so much for this. Been struggling for a week nou with how things works. Please keep doing detailed tutorials.
No problem 😁😁 I'm happy that it helped you 🥳
My first time trying to rig a simple pawn that will rotate using AimAt control, you really helped me.
Love your tutorials man! Always detailed and informative!
Thanks
Nice, thanks :)
Really good tutorial. This can be tricky. The slowness is worth it.
Thank you so much for this tutorial. I tried it today with a human mesh. I found that the white color spots are difficult to spot sometimes. Changing the color mode from min/max to color ramp and setting the max color from white to red helped me alot. It looked more like a traditional weight map from blender.
Yes thats a good idea its easier to see what we are doing 😉
Merci beaucoup ! Bon, j'ai encore du boulot mais au moins tu m'as permis d'avancer sur un truc où j'étais perdu... plus qu'à comprendre pourquoi le mesh se déforme et s'écrase quand je bouge un membre mais... ce sera pour un autre jour ! Déjà content que ça bouge...
you're my god,Thank you😭😭
Haha :) no problem!
Facts haha, you are the man!
The was a HUGE help!
They need better vertex selection tools. Maybe there's a shortcut I'm not aware of. There needs to be a way to expand the current selection. And also a way to select all connected vertices.
Alt+ctrl+shift to draw a box and select , not sure if it works w this cuz I'm not home but worth a try
Awesome Tutorial. Thank you!
Thanks ! I'm happy it help you :)
It surely helps. Thank you.
No problem 😁
Interesting.
This is great. Thanks
Do you know how to make or a place to find clear information about Drivers for morph targets?
I never used that, I will look into it ;)
@@NicolasNosedaDev The driver is what make the pro correction of distortion on the model joints, face/pose libraries, place cloths and acessories correctly on the body, etc.
The problem is: We find who can do it but they never teach it.
If I only find a course I would be happy but 99% of the instructions don´t teach such crutial thing.
Phenomenal video, thanks
Thank you
Great Video. Is there a template to as an example "auto add" all the bones for the standard UE5 or UE4 Skele instead of having to add them manually one by one?
Unfortunatly you have to add them all one by one there is no auto Bones for now, I think its a feature that they want to add but there is no news for now 😉
Great!👍💪👏♥️
Can you mirror the skin paining? Because doing it by hand results in different weights on each leg, and if you have complex topology this will be more visible
Yes you can mirror paint ;)
Is there a way to freeze the rotation of the joints? Like you would freeze a rotation of a bone in Maya?
I dont think you can do that with that tool but you can do that with control rig 😉
@@NicolasNosedaDev Ah, I see. Thank you.
Hey, I'm new to Unreal Engine. I'm currently building my game in version 5.2, but I was wondering if I could install version 5.3 to use the Skeletal Rig Editor for a character and then move that character to my game in version 5.2?
Yes you could do that, just use the migrate button to migrate the Skeleton and Skeletal Mesh to your 5.2 project ;)
Hi Nicolas New to the channel here, great content bro... I have a quick question for you ... when I click on the bind skin bottom my whole character turns completely black.. do you know why that is?
Its normal, I didnt knew it when I made the video so I didnt talk about that issue
The issue is that the skeletal mesh editor tool cannot work with a mesh with multiple material, you need to have all your texture on the material slot 0 otherwise the character become black 😵
@@NicolasNosedaDevAh I see!.. Thank you for the reply... you are a good teacher Nico keep up the good work.
No problem thanks 😁
informative
Very informative vid! Just when I try editing the weights of my model with a brush tool- Unreal 5 crashes
How much vertices do you have on your mesh ? If you have too much vertices Unreal will crash 😅 if thats the case maybe you should try to do a retopology of that mesh to reduce the number of vertices
@@NicolasNosedaDev I’ll give it a try- thanks for making sense of my vague description 🙏
im using a voxel mesh which has very little different triangles when i weight paint it is that okay if some of the weight paint goes too far onto a part of the mesh?
You will have to check by moving the bones that has the weight on and make sure it looks like you want it when it move :)
did you mirror the weight painting from left to right?
I dont think I have used the mirror for the Weight Painting in the video but you can found the mirror into "Vertices" ;)
Question Sir! Is there a way to create a humanoid skeleton in UE5 that meets the UE5 Mannequin humanoid skeleton standards from the start, so that UE motion assets can be directly referenced later without the need for another skeleton retargeting?
Hello, yes you can do that 😉
ive been having lot of trouble weight painting ass bones
izit possible to rig character that dont have any A or T pose?
Yes it should be possible, the only issue will be to add the weight to the bones, the automatic weight will have some issue, you will have to clean the weight on each bones like I did ;)
@@NicolasNosedaDev aryte TQ4this learning curve
Comment est-ce qu'on peut couper des parties du skeletal mesh ?
Tu peux ajouter des bones qui ne sont pas parenté à un autre bones, il faut juste le parenter au root bone ;)
could i make a necklace with it?
Yeah sure you can add bones to a necklace with this tool
Peut tu le faire avec un model avec plusieurs partie s'il te plait ?
Salut, ça va marcher exactement de la même façon, que veut tu voir exactement ?
@@NicolasNosedaDev Quand j’export mon modem il n’est pas comme toi dans UE5 j’ai la tête, le corps et les mains qui sont séparer et je ne sais pas comment je peux les assembler pour poursuivre la vidéo comme toi :/
When I try to convert static mesh to skeletal mesh it crashes. :(
If it crashes you need to check your mesh, there is probably an issue with it, it can be broken or too big (too much vertices)
@@NicolasNosedaDev It's been retopoed to 15k so I don't think that's the issue.
cant we mirror weight painting like blender or maya? its a pain having to do that again on the opposite side, very unproductive
Yes you can Mirror the Weight Painting, it's under the "Vertices" menu
can I use this method to animate 2D sprites?
I never used 2D sprites in Unreal, I think I saw someone use it with 2D sprites but I cannot found that video so I'm not sure if that work well :/
baguette
Fromage
@@NicolasNosedaDev ouiiiiiiii
very primitive functionality, skinning/rigging in UE not useful at this moment((